Latest News
Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others
The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.
This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market research findings.
- Benchmark performance against key competitors.
- Utilize the relationships between key data sets for superior strategizing.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
Description:
Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
- Market segmentations break down market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
- Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
- The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.
Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.
The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.
The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.
The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.
Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.
Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.
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Latest News
PlayamoPartners brings Formula 1 Precision to iGB Affiliate Barcelona 2026 — Visit Booth 81-M10.
Barcelona, January 20–21, 2026 — At iGB Affiliate Barcelona, PlayamoPartners invites industry leaders to experience an affiliate program built on discipline, precision, and stability — a philosophy closer to Formula 1 than to show business. Because speed without a system is a risk, and long‑distance victories are won by control and consistency.
Meet the Program That Runs on Timing, Control, and Accountability
This year at Fira Barcelona Gran Via, PlayamoPartners will be at Booth 81-M10 with a program engineered for performance under pressure. The PlayamoPartners × TAG Heuer × Formula 1 alignment is not a “collaboration” — it’s a statement of approach: master the clock, execute with accuracy, own the result.
What to Expect at Booth 81-M10
Beyond offers and conversations, the stand is a live demonstration of service as a ritual — where premium is the standard of execution, not a marketing trick.
- Butler-Led Service: Guests are welcomed by a real butler and guided through a streamlined experience designed for clarity and confidence at every touchpoint.
- Code of Honor: An invitation-only club where recognition is earned by level. Become part of the Code by inscribing your partnership values in the Book of Honor at the stand — your commitment becomes your entry to win MacBook Air, iPhone 17 Air, and AirPods Max headphones. VIP partners reinforce their status with TAG Heuer timepieces.
- House of PlayamoPartners: The space extends this logic with a photo mirror that captures the moment of entry — not for noise, but as a mark of belonging to a system where premium is the baseline, not a marketing trick.
- Gifts as House Rules: In our House, gifts are customary. Snap your photo at the PlayamoPartners photo mirror and follow the posted instructions to enter a 3,000 USDT raffle — their way of welcoming you.
Engineered for Partners Who Choose Reliability Over Hype
At the booth, you’ll find:
- Data-driven planning with transparent pacing and measurable milestones
- Custom deal structures built for sustained, compounding ROI
- Direct manager access for integrations, optimizations, and partner onboarding
- A framework that values long-run consistency over short-term spikes
One-to-One Conversations That Move the Needle
Sit down with the team to align on:
- Conversion architecture and funnel precision
- GEO prioritization (Tier 1 mostly) and partner-specific vertical focus
- Real-time reporting cadence, compliance, and long-term workload planning
- Growth pathways inside the Code of Honor framework
How to Participate in Rewards and Raffles
- Book of Honor: Inscribe your partnership values to enter for MacBook Air, iPhone 17 Air, and AirPods Max headphones.
- Photo Mirror Raffle: Take a mirror selfie at House of PlayamoPartners and follow the on-stand posting/sharing steps to enter the 3,000 USDT draw.
- Notes: Winners will be selected on the 21st of January at 13:00 at Booth 81-M10; participation is subject to on-site rules and eligibility requirements.
Choose the System. Choose the Standard.
If your benchmark is discipline over noise, your place is on our grid.
iGB Affiliate Barcelona 2026
Fira Barcelona Gran Via
Booth 81-M10
PlayamoPartners. Where time is measured, performance is earned, and premium is the baseline.
Latest News
BC.GAME launches Zero Edge: BC Originals titles return 100% of HE in tradable BC tokens
BC.GAME has launched Zero Edge, an initiative that returns 100% of the House Edge (HE) on BC Originals titles via Tacoback, paid out in BC tokens.
No complicated bonuses: turn HE into a visible return
BC.GAME says Zero Edge is designed to feel straightforward in real play. Rather than pushing players through layered tasks and bonus mechanics, the programme calculates Tacoback from a game’s actual HE and settles it in-token, so the return is easier to understand and track.
Designed for most players
According to the activity details, Zero Edge is available to BC main-site users from VIP 5, and runs on a UTC day cycle.
The initiative uses a daily-cap model. Users with 7-day turnover starting from 0 can participate, and each player has a daily eligible wagering cap. The next-day cap is updated based on the player’s current VIP level and their wagering over the previous seven days. The applicable cap and programme details (including the eligible BC Originals scope) can be viewed on the official activity page.
BC.GAME also states it has allocated a total of 1 billion tokens for distribution under the programme.
To illustrate how the calculation works, BC.GAME provides an example method: Tacoback is approximately Wager x HE / BC token spot price (final settlement is based on the system). For instance, assuming a wager is 2,000 USDT, the HE at that moment is 2%, and the BC token price is 0.007, the illustrative result would be 2,000 x 2% / 0.007 is approximately 5,714.29 BC. This is only to demonstrate the calculation method; HE and token price vary by game and market conditions and should be taken from real-time data.
BC.GAME notes that wagering counted inside a player’s Zero Edge daily cap does not stack with other promotions/benefits or affiliate commission calculations. Once the daily cap is reached, further wagering reverts to the platform’s standard system for the rest of the UTC day.
BC token trading: in-platform and on-chain venues
BC.GAME says BC tokens can be traded within the platform. As an on-chain asset on Solana, BC can also be viewed and traded via public pages such as OKX Web3 and GMGN.
What’s next
Alongside Zero Edge, BC.GAME has also teased follow-on launches including “Bet Anything” synthetic markets, lower-barrier prediction-style products, and a “Trustless Trust” decentralized architecture.
About BC.GAME
BC.GAME is a crypto-first online entertainment platform offering casino and sports products alongside a growing suite of in-house “BC Originals” titles. Built around fast, streamlined crypto payments, the platform supports a wide range of digital assets and focuses on product-driven features that make gameplay and value exchange more transparent.
Contact
Pr manager
Olivia Dixon
BC.GAME
Conferences
HIPTHER Prague Summit 2026 Announces No-Limit Free Tickets Initiative for Industry Operators, Affiliates, Startups and Students
“Over the past decade, this industry has grown because knowledge was shared, doors were opened, and people took the time to give back,” said Zoltan Tundik, Co-Founder and Head of Business at HIPTHER. “With the HIPTHER Prague Summit 2026, we’re deliberately removing barriers to access. Whether you’re an operator, an affiliate, a startup founder, or a student taking your first steps, the future of this industry is stronger when everyone has a seat at the table.”
A Summit Built on Substance
The HIPTHER Prague Summit 2026 features:
- Three parallel content stages covering compliance & operations, AML & digital finance, and technology & innovation
- A dedicated HIPTHER Academy track offering hands-on workshops, practical toolkits, and certification programs
- In-depth discussions on regulatory evolution, AML & KYC, payments, AI, blockchain, esports, marketing & SEO, data, product strategy, and leadership
- A curated environment designed for informed dialogue and long-term professional connections, rather than mass-expo dynamics
Who Can Apply for a Free Ticket
The No-Limit Free Tickets initiative is open to:
- iGaming Operators
- Affiliates
- Startups
- Students studying and/or interested in gaming, technology, fintech, regulation, compliance, AI, blockchain, and digital innovation
Free tickets will be available until 23 March 2026 or until the venue reaches full capacity.
How to Claim a Free Pass
Eligible participants can request their free delegate pass by emailing:
Requests will be reviewed by the HIPTHER team, and approved applicants will receive full summit access.
About HIPTHER
HIPTHER is a boutique event organizer and media brand focused on gaming, technology, fintech, and regulatory ecosystems across Europe. Known for its Prague, Baltics, and Warsaw summits, HIPTHER delivers high-value conferences designed around expert insight, cross-industry dialogue, and meaningful networking.
More information: hipther.com/events
The post HIPTHER Prague Summit 2026 Announces No-Limit Free Tickets Initiative for Industry Operators, Affiliates, Startups and Students appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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